Snake vs Block Game to be run upon K64F.

Dependencies:   mbed

Revision:
95:b068b0735f45
Parent:
93:7f9c31ed5cab
Child:
98:3061aa318fa2
--- a/GameEngine/SnakevsBlock/SnakevsBlock.cpp	Wed May 08 23:36:12 2019 +0000
+++ b/GameEngine/SnakevsBlock/SnakevsBlock.cpp	Thu May 09 08:35:02 2019 +0000
@@ -31,7 +31,7 @@
 
     //BLOCK DRAW VARIABLES AND INTERFACE PARAMETERS(send_block_number).//
     _dropbuff = 0; //this makes the food fall at diffrent times when a particular level starts.
-    send_block_number = 0; //this is 0 when there is no collision, thus block number isn't remembered for next set (which would lead to empty blocks).
+    send_block_number = false; //this is 0 when there is no collision, thus block number isn't remembered for next set (which would lead to empty blocks).
     blockgap = 300; //this is the number of itterations the block will reccur after in the first level.
 
     //To make default motion of the snake free.
@@ -158,7 +158,7 @@
 
 void SnakevsBlock::update() //Updates objects on screen.
 {
-    send_block_number = 0;  //this is for the game to decide wether to send the number on the block for the current itteration to the blaocks class.
+    send_block_number = false;  //this is for the game to decide wether to send the number on the block for the current itteration to the blaocks class.
     //we dont need to remember if it has already gone past the screen. The saved number in this changes if the snake collides with the block in CheckSnakeBlockCollision.
 
     SnakevsBlock::makeVirtualLengthMaxTen(); //stops the length at 10 for collision and drawing purposes.
@@ -353,7 +353,7 @@
 
 void SnakevsBlock::ImplementSnakeBlockCollision()
 {
-    send_block_number = 1;
+    send_block_number = true;
     if(blocknum > 0)  {  // to make sure that snake doesn't decrease in _length if number on the block is less than 1;
         _l.MinusLength(); //instructs the length manager class to subtract the length by 1.
         _pad->tone(432.0,0.1);